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glEdgeFlagPointer
Chapter 5
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glEdgeFlagPointer
glEdgeFlagPointer: define an array of edge flags.
C Specification
void glEdgeFlagPointer(
GLsizei stride
const GLvoid *pointer)
Parameters
stride Specifies the byte offset between consecutive edge flags. If stride is 0
(the initial value), the edge flags are understood to be tightly packed in
the array.
pointer Specifies a pointer to the first edge flag in the array.
Description
glEdgeFlagPointer specifies the location and data format of an array of boolean edge
flags to use when rendering. stride specifies the byte stride from one edge flag to the next
allowing vertexes and attributes to be packed into a single array or stored in separate
arrays. (Single-array storage may be more efficient on some implementations; see
glInterleavedArrays.)
When an edge flag array is specified, stride and pointer are saved as client-side state.
To enable and disable the edge flag array, call glEnableClientState and
glDisableClientState with the argument GL_EDGE_FLAG_ARRAY. If enabled, the edge
flag array is used when glDrawArrays, glDrawElements, or glArrayElement is called.
Use glDrawArrays to construct a sequence of primitives (all of the same type) from
pre-specified vertex and vertex attribute arrays. Use glArrayElement to specify
primitives by indexing vertexes and vertex attributes and glDrawElements to construct
a sequence of primitives by indexing vertexes and vertex attributes.
Notes
glEdgeFlagPointer is available only if the GL version is 1.1 or greater.
The edge flag array is initially disabled and it won’t be accessed when glArrayElement,
glDrawElements or glDrawArrays is called.
Execution of glEdgeFlagPointer is not allowed between the execution of glBegin and the
corresponding execution of glEnd, but an error may or may not be generated. If no error
is generated, the operation is undefined.
glEdgeFlagPointer is typically implemented on the client side.
Edge flag array parameters are client-side state and are therefore not saved or restored
by glPushAttrib and glPopAttrib. Use glPushClientAttrib and glPopClientAttribinstead.